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Pussy Snorkel posted:Yeah I can't say I'm a huge fan of deterioration. Is there a way to prevent it? Some kind of storage? Food/tribal medicine goes in the freezer. Otherwise roof over the storage zone, either slows it down or stops it entirely. E; Also: blaze it https://ludeon.com/forums/index.php?topic=10540.0 FairyNuff fucked around with this message at 21:19 on Feb 23, 2015 |
# ? Feb 23, 2015 21:07 |
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# ? Apr 29, 2024 18:03 |
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If you keep your stuff indoors it doesn't deteriorate (or at least it deteriorates much more slowly). Luckily, it seems like trade beacons work fine even when indoors.
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# ? Feb 23, 2015 21:44 |
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Bold Robot posted:Luckily, it seems like trade beacons work fine even when indoors. What. Since when?
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# ? Feb 23, 2015 22:03 |
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Okan170 posted:What. Since when? Since this update, apparently. The trade ships also drop their stuff near your comms console now too.
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# ? Feb 23, 2015 23:06 |
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9e is out. quote:Changes include:
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# ? Feb 23, 2015 23:37 |
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Will the update break saves and/or mods?
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# ? Feb 24, 2015 00:28 |
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Plek posted:Since this update, apparently. The trade ships also drop their stuff near your comms console now too. Weird, because this has not been my experience.
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# ? Feb 24, 2015 00:37 |
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Pussy Snorkel posted:Weird, because this has not been my experience. They appear to if you have your beacons covered up. I often forget to remove the roof on my outdoor one, so it pods in next to the wall behind my comm console. I'm pretty sure when I uncover it they drop onto my beacon but I pay so little attention up there, eh.
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# ? Feb 24, 2015 00:40 |
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Will pirates drop onto covered beacons? If not, this would mean we don't have to set up trading posts outside our defenses anymore.
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# ? Feb 24, 2015 01:41 |
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They drop as close as they can. I've had several raids pop just outside my closed roof trading area.
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# ? Feb 24, 2015 02:33 |
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Alaan posted:They drop as close as they can. I've had several raids pop just outside my closed roof trading area. I dunno man, mines covered up and they still seem to show up near the map edges for the most part. Occasionally I'll get like one or two pods in the walls but usually not.
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# ? Feb 24, 2015 03:18 |
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I wish there was a 'be honest' option when trying to recruit captured pirates, which just has your warden say 'join the colony or we are going to harvest all your organs and then make pants out of your skin'.
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# ? Feb 24, 2015 03:18 |
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Mister Bates posted:I wish there was a 'be honest' option when trying to recruit captured pirates, which just has your warden say 'join the colony or we are going to harvest all your organs and then make pants out of your skin'. What do you think they say in those 'friendly chats'.
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# ? Feb 24, 2015 04:14 |
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It always seems so awkward when I take prisoners from a raid that kills one or more of my colonists. I need the extra colonists so I have to be nice to them and have my wardens make small talk with their friend's killer. The temptation to flay them alive, steal their organs and dump their bodies (in useful places around the map to one day drive siege parties insane of course) is too much sometimes though :rimworld:
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# ? Feb 24, 2015 05:51 |
Have survival rates dropped? I have had like... 2 out of 30 raiders live past my defenses. They die too fast.
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# ? Feb 24, 2015 18:16 |
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Don't leave artillery shells outside, when they degrade they have a tendency to explode.
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# ? Feb 24, 2015 20:50 |
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I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo. The research system feels kind of weak. I would prefer that either research takes materials, or that more advanced tech is made by more complicated material chains. Get some factorio-like production going. I did see that one mod added belts.
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# ? Feb 24, 2015 22:46 |
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Filthy Monkey posted:I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo. I'm playing with the Rim+ modpack and it adds both of those things. My melee fighter has power claws for hands, armored skin, and cybernetic legs that boost run speed (she's also a prosthophile and thinks that's loving awesome). On a more macabre note, I also have a guy who got his arm and eye shot off by an enemy, and then got that enemy's eye and arm as transplants after I captured the dude. I've also got a super old dude who had cataracts in both eyes and was a terrible shot until I gave him super-awesome bionic eyes and now he's my main sniper.
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# ? Feb 24, 2015 23:14 |
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Filthy Monkey posted:Plus maybe he can make wood sculptures. I'm dying
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# ? Feb 25, 2015 01:08 |
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Mister Bates posted:Don't leave artillery shells outside, when they degrade they have a tendency to explode. Oh, that explains what happened last night.
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# ? Feb 25, 2015 01:37 |
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Is anybody having trouble hauling Art/Weapons/??? on E or is one of my mods acting up? Edit: EDB interface is doing it. May have to mess with load order or something. Alaan fucked around with this message at 05:50 on Feb 25, 2015 |
# ? Feb 25, 2015 03:49 |
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Donkringel posted:Have survival rates dropped? I have had like... 2 out of 30 raiders live past my defenses. They die too fast. Don't know if I've noticed more people dying outright, but since this last update it definitely seems like people bleed out a lot faster than before. I've had tons of prisoners dying shortly after being captured because I didn't have the manpower to look after them in time, whereas in previous versions they could be missing limbs and have arteries gushing with blood but were usually ok for a day or two. Look like proper triage might actually become a thing now. Filthy Monkey posted:I want to see some sweet tech and upgrades be introduced to the game. My surgeon should be able to give a guy chainsaw arms! It can turn off hauling, but give the guy awesome melee damage. Plus maybe he can make wood sculptures. Or we could introduce more research, and get some deus ex poo poo. You might get a kick out of this mod: https://ludeon.com/forums/index.php?topic=7970.0. It adds a ton of new advanced upgrades, including implants, in several tiers (bionic, nano and cyber), as well as futuristic weapons and armour. Like many mods that enhance the bodypart replacement system, it's pretty hilariously unbalanced with the base game; but if you're like me and have already played vanilla inside and out, it's fun if you want to just mess around and make a colony full of Adam Jensens or whatever. Alaan posted:Edit: EDB interface is doing it. May have to mess with load order or something. If I recall, EDB should always be the first mod you load.
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# ? Feb 25, 2015 07:16 |
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I've been trying to get my Ultima Thule colony on the northernmost square up and running. Plants won't grow outside without sun lamps? I can deal with. Sub -40 degree temps? Tough but doable. But just as I get through the scrimping and saving to get things to an equilibrium all my trees disappear from the map.
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# ? Feb 25, 2015 07:29 |
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V for Vegas posted:I've been trying to get my Ultima Thule colony on the northernmost square up and running. Plants won't grow outside without sun lamps? I can deal with. Sub -40 degree temps? Tough but doable. But just as I get through the scrimping and saving to get things to an equilibrium all my trees disappear from the map. I'm doing a tundra game right now and I basically have to rely on bulk goods traders as my only reliable source of wood. On the bright side, gold is super loving plentiful on this map, and now that I've got a couple of good hydroponics greenhouses I've got more food than I know what to do with, so I'm exporting gold, cooked meals, and beer and bringing in plenty of wood.
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# ? Feb 25, 2015 08:10 |
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Oh god. https://ludeon.com/forums/index.php?topic=10878.0
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# ? Feb 25, 2015 13:09 |
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I saw that mod and this thread is the first thing I thought of.
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# ? Feb 25, 2015 14:12 |
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Diviance posted:I saw that mod and this thread is the first thing I thought of. I mean, I always wanted to use prisoners for something, but that is a bit over the top. Dude, you can torture them. What the gently caress On an unrelated note, I love your avatar. I wish I could spare the dolla to use my usual avatar.
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# ? Feb 25, 2015 14:39 |
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Inacio posted:I mean, I always wanted to use prisoners for something, but that is a bit over the top. Dude, you can torture them. What the gently caress With the people we have in here capturing prisoners just to cut their limbs off and vital organs out and then sell them to a slave ship... it is right up their alley. Your usual avatar is pretty great too. Takes me back to playing in the SA guild with Lowtax and poo poo, listening to Daft Punk, back when EverQuest 2 came out. Good times... except when grouped with Lowtax, he kinda sucked at the game. I hope he still has a sense of humor about that...
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# ? Feb 25, 2015 14:45 |
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any chance of getting the collars as a standalone ?
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# ? Feb 25, 2015 16:11 |
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Paths in heavy snow that are regularly traveled by colonists will eventually get cleared of snow from all the walking, which is kind of cool. Also, are faction relations still broken? I had a neutral tribe show up and try to help me fight some mechanoids, but they got butchered, so I rescued the survivors, healed them up, gave one of them a bitchin' prosthetic leg, and sent them on their way, but it doesn't seem to have boosted my relations with that tribe any.
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# ? Feb 25, 2015 16:59 |
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Changelog posted:Beer can now be wielded as a weapon (like wood).
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# ? Feb 25, 2015 18:18 |
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Mister Bates posted:Paths in heavy snow that are regularly traveled by colonists will eventually get cleared of snow from all the walking, which is kind of cool. It might not have boosted the relations with that tribe because if people get killed (hurt too possibly?) at your colony, even if it isn't your fault, your relations go down with them. The new system is just allowing you to be able to mitigate some of the loss / possibly gain some if only one person got knocked out.
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# ? Feb 25, 2015 18:29 |
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I feel like every mod fucks the trading system up. Because randomly traders will disappear forever and then suddenly I get ten traders in a row. Whereas unmodded it seems more regular.
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# ? Feb 25, 2015 18:31 |
Oh hey, if you mouse over moods modifiers it gives you flavor text and if you mouse over injuries it gives you more specific info. Is that all new?
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# ? Feb 25, 2015 18:44 |
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Friendly tribals are pretty rad dudes to have around; an arrow to the face kills someone just as dead as a laser blast does and the tribes pretty much always have a numbers advantage. I wouldn't count on them to fight off an attack themselves, but they're great as support.
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# ? Feb 25, 2015 21:51 |
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I ended up with basically all the neighbors pissed at me in my last game because I had ridiculously good luck for a while with raids showing up while people were just milling around and bumbling into them. I had a 3 scythers drop right on top of some of the poor bastards. There were no survivors.
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# ? Feb 25, 2015 22:50 |
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There's an outlander town and a tribe that are both friendly to me, but they hate each other, and they have a tendency of showing up at the same time and getting into brawls in town square or the dining hall. There's pretty much always one or two idiots recuperating in the hospital because they got cracked over the head with a club or shot in the arm or whatever.
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# ? Feb 26, 2015 00:05 |
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Well I observed my dudes making stuff, it looks like the cybernetic storm mod thing is either not producing correct craft times (I watched a statue finish before something that had half the work time with twice the skill) and/or just consuming materials without producing stuff. That explains where all my goddamn plasteel went!
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# ? Feb 26, 2015 02:04 |
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Synnr posted:Well I observed my dudes making stuff, it looks like the cybernetic storm mod thing is either not producing correct craft times (I watched a statue finish before something that had half the work time with twice the skill) and/or just consuming materials without producing stuff. That explains where all my goddamn plasteel went! Yeah, some of the stuff in the cybernetic storm mod don't actually make anything.
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# ? Feb 26, 2015 03:17 |
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# ? Apr 29, 2024 18:03 |
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Mister Bates posted:There's an outlander town and a tribe that are both friendly to me, but they hate each other, and they have a tendency of showing up at the same time and getting into brawls in town square or the dining hall. There's pretty much always one or two idiots recuperating in the hospital because they got cracked over the head with a club or shot in the arm or whatever. That's some awesome Wild West-style poo poo though.
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# ? Feb 26, 2015 05:21 |